public static void log_CharacterStat(NPCProto proto, CharStat stat, int value) { if (proto is NPC) { return; } Player player = (Player)proto; if (player.getAccount() == null || !player.IsSpawned()) { return; } lock (connection) { using (SQLiteCommand command = new SQLiteCommand(connection)) { command.CommandText = "INSERT INTO `logStats` ("; command.CommandText += " `id`, `accountID`, `type`, `value`, `time`)"; command.CommandText += "VALUES( NULL, @accID, @type, @value, @time)"; command.Parameters.AddWithValue("@accID", player.getAccount().accountID); command.Parameters.AddWithValue("@type", (int)stat); command.Parameters.AddWithValue("@value", value); command.Parameters.AddWithValue("@time", DateTime.Now.Ticks); command.ExecuteNonQuery(); } } }
public void GetStatModel_Correct() { var stat = CharStat.GetStatModel("test"); stat.Pairs.Single(x => x.Char == 't' && ((int)Math.Round(x.Frequency * 100)) == 50); stat.Pairs.Single(x => x.Char == 'e' && ((int)Math.Round(x.Frequency * 100)) == 25); stat.Pairs.Single(x => x.Char == 's' && ((int)Math.Round(x.Frequency * 100)) == 25); Assert.AreEqual(stat.Pairs.Count, 3); }
public void SetCharacter(Character character) { this.character = character; iso = character.GetComponent <Iso>(); equip = character.GetComponent <Equipment>(); inventory = character.GetComponent <Inventory>(); charStat = character.GetComponent <CharStat>(); InventoryPanel.instance.equip = equip; }
public void GetStat_Correct() { var stat = CharStat.GetStat("test"); var check = stat.Count == 3 && (((int)Math.Round(stat['t'] * 100)) == 50) && (((int)Math.Round(stat['e'] * 100)) == 25) && (((int)Math.Round(stat['s'] * 100)) == 25); Assert.IsTrue(check); }
public int GetStat(CharStat stat) { for (int i = 0; i < StatWeights.Count; i++) { if (StatWeights[i].Name == stat) { return(StatWeights[i].Value); } } return(0); }
private void RecordWeightScore() { AdjustDPSScore(); foreach (KeyValuePair <string, float> entry in ItemStats) { if (StatEnums.ContainsKey(entry.Key)) { CharStat statEnum = StatEnums[entry.Key]; WeightScore += entry.Value * AutoEquipSettings.CurrentSettings.GetStat(statEnum); } } WeightScore += ItemLevel; }
public void SetStat(CharStat stat, int value) { int key = -1; for (int i = 0; i < StatWeights.Count; i++) { if (StatWeights[i].Name == stat) { key = i; break; } } if (key == -1) { StatWeights.Add(new StatWeight(stat, value)); } else { StatWeights[key] = new StatWeight(stat, value); } }
public void Use(int charToUseOn) { CharStat selectedChar = GameManager.instance.playerStats[charToUseOn]; /*if we are using Item, do this if statement*/ if (isItem) { if (affectHp) { /*if hp is already max hp, dont use it*/ if (selectedChar.currentHP >= selectedChar.maxHP) { } else { selectedChar.currentHP += amountOfChange; if (selectedChar.currentHP > selectedChar.maxHP) { selectedChar.currentHP = selectedChar.maxHP; } } } else if (affectMp) { if (selectedChar.currentMP >= selectedChar.maxMP) { } else { selectedChar.currentMP += amountOfChange; if (selectedChar.currentMP > selectedChar.maxMP) { selectedChar.currentMP = selectedChar.maxMP; } } } else if (affectStr) { selectedChar.strength += amountOfChange; } } else if (isWeapon) { if (selectedChar.equippedWp != "") { GameManager.instance.AddItem(selectedChar.equippedWp); } selectedChar.equippedWp = itemName; selectedChar.wpPwr = weaponStrength; } else if (isArmor) { if (selectedChar.equippedArmr != "") { GameManager.instance.AddItem(selectedChar.equippedArmr); } selectedChar.equippedArmr = itemName; selectedChar.armrPwr = armerStrength; } GameManager.instance.removeItem(itemName); }
public StatWeight(CharStat name, int value) { Name = name; Value = value; }
private static void _lcs_Hitchances(NPCProto proto, NPCTalent talent, int oldValue, int newValue) { CharStat cs = CharStat.HitChances + (int)talent; log_CharacterStat(proto, cs, newValue); }
public void FilterTo_LettersAndDigits() { var filtered = CharStat.Filter("d*34- 4 ½ sfd 29€8sa", CharStat.CharStatOptions.IncludeDigits); Assert.AreEqual(filtered, "d344sfd298sa"); }
private static void _lcs_Attribute(NPCProto proto, NPCAttribute attrib, int oldValue, int newValue) { CharStat cs = CharStat.AttributeStart + (int)attrib; log_CharacterStat(proto, cs, newValue); }
private static void _lcs_TalentSkill(NPCProto proto, NPCTalent talent, int oldValue, int newValue) { CharStat cs = CharStat.TalentSkillStart + (int)talent; log_CharacterStat(proto, cs, newValue); }
public void GetStatModelAlphabeticalSortCheck_Correct() { var stat = CharStat.GetStatModel("abbbcc", true); Assert.IsTrue(stat.Pairs[0].Char == 'a' && stat.Pairs[2].Char == 'c'); }
public void GetStatNull_ListCountIsZero() { var stat = CharStat.GetStat(null); Assert.AreEqual(stat.Count, 0); }
public void FilterTo_LettersAndWhitespaces() { var filtered = CharStat.Filter("d*34- 4 ½ sfd 29€8sa", CharStat.CharStatOptions.IncludeWhiteSpaces); Assert.AreEqual(filtered, "d sfd sa"); }
public void BattleStart(string[] enemiesToSpawn, bool cannotFlee) { if (!battleActive) { isBoss = cannotFlee; battleActive = true; GameManager.instance.battleActive = true; //move battlescene as camera moves transform.position = new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, transform.position.z); battleScene.SetActive(true); AudioManager.instance.PlayBGM(0); for (int i = 0; i < playerPosition.Length; i++) { if (GameManager.instance.playerStats[i].gameObject.activeInHierarchy) { for (int j = 0; j < playerPrefabs.Length; j++) { //serch char if (playerPrefabs[j].charName == GameManager.instance.playerStats[i].charName) { BattleChar newPlayer = Instantiate(playerPrefabs[j], playerPosition[i].position, playerPosition[i].rotation); newPlayer.transform.parent = playerPosition[i]; activeBattlers.Add(newPlayer); CharStat thePlayer = GameManager.instance.playerStats[i]; activeBattlers[i].currentHP = thePlayer.currentHP; activeBattlers[i].currentMP = thePlayer.currentMP; activeBattlers[i].maxHP = thePlayer.maxHP; activeBattlers[i].maxMP = thePlayer.maxMP; activeBattlers[i].strength = thePlayer.strength; activeBattlers[i].defence = thePlayer.defence; activeBattlers[i].wpnPower = thePlayer.wpPwr; activeBattlers[i].armrPower = thePlayer.armrPwr; } } } } for (int i = 0; i < enemiesToSpawn.Length; i++) { if (enemiesToSpawn[i] != "") { for (int j = 0; j < enemyPrefabs.Length; j++) { if (enemyPrefabs[j].charName == enemiesToSpawn[i]) { BattleChar newEnemy = Instantiate(enemyPrefabs[j], enemyPosition[i].position, enemyPosition[i].rotation); newEnemy.transform.parent = enemyPosition[i]; activeBattlers.Add(newEnemy); } } } } turnWaiting = true; currentTurn = 0; UpdateStats(); } }
public void GetStatModelMultipleLanguage_Correct() { var stat = CharStat.GetStatModel("夢林玄解 維基電子版 幾乎全部都是亂1someother-text2что-тонарусском1"); Assert.AreEqual(stat.Pairs.Count, 34); }
public void GetStatModelEmptyString_ListCountIsZero() { var stat = CharStat.GetStatModel(""); Assert.AreEqual(stat.Pairs.Count, 0); }
public void FilterTo_LettersAndSymbols() { var filtered = CharStat.Filter("d*34- 4 ½ sfd 29€8sa", CharStat.CharStatOptions.IncludeSymbols); Assert.AreEqual(filtered, "d*-½sfd€sa"); }
public void FilterTo_LettersLowCase() { var filtered = CharStat.Filter("-*‡€⁋™Жקओを\U0001F000\U0001D49E"); Assert.AreEqual(filtered, "жקओを"); }
public StatMod(CharStat stat, float value, StatModifierType type = StatModifierType.SUM) { Stat = stat; Value = value; Type = type; }
public void GetStatModelNull_ListCountIsZero() { var stat = CharStat.GetStatModel(null); Assert.AreEqual(stat.Pairs.Count, 0); }
public void FilterTo_NonWhitespaces() { var filtered = CharStat.Filter("d*34- 4 ½ sfd 29€8sa", CharStat.CharStatOptions.IncludeDigits | CharStat.CharStatOptions.IncludeSymbols); Assert.AreEqual(filtered, "d*34-4½sfd29€8sa"); }
public void GetStatModelFrequencySortCheck_Correct() { var stat = CharStat.GetStatModel("abbbcc"); Assert.IsTrue(stat.Pairs[0].Char == 'b' && stat.Pairs[2].Char == 'a'); }
// CharAttribute(float baseValue, List<CharStat> dLisdept){ // initialValue = baseValue; // dependent = dList; // CalculateAttribute(); // } // void CalculateAttribute(){ // baseValue = initialValue; // for (int i = 0; i < modifiers.Count; i++) { // baseValue += (float)dependent[i].StatsValue*modifiers[i]; // } // } #region Public Methods public void AddModifier(float newModifier, CharStat statName) { mods.Add(newModifier); dependents.Add(statName); }